Reference artwork for the game

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6DoFan
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Re: Reference artwork for the game

Post by 6DoFan » 04 Apr 2015, 16:22

This depends on the speed of the ship.
And besides, do you ever been in a cave? Because I was there. In the caves are very cold, even if on the surface of the unbearable heat.
I'm not saying that you need to fully replicate this model of car.
You do not pay attention to the links 1DVD. And there is something to look closely.

In addition, I have posted here a model of the spacecraft, which looks like an asteroid. Let us, we will fly on asteroids instead ships with a beautiful design!

http://forum.preparefordescent.com/view ... 4&start=70


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Re: Reference artwork for the game

Post by 6DoFan » 04 Apr 2015, 20:43

Duper wrote:but as concept, it's great. And how does that translate to a ship design?
Just add wings and space engines)


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Futuristic Design Concepts for the game

Post by 1DVD4D2UDK » 05 Apr 2015, 07:23

~ Although Futuristic Design Concepts would be more apt to promote ideas
of the kind we'd want to see in a game like this, depicting scenarios far into
the future - when space travel is the norm, and fighting rogue robots under
control of malevolent sources might also be more within future military and
societal strategies for more appropriate time frames for the main game! :D
Last edited by 1DVD4D2UDK on 25 Apr 2015, 22:59, edited 4 times in total.
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Re: Reference artwork for the game

Post by Duper » 05 Apr 2015, 17:11

Well that's the idea of concept design. You exaggerate features and shapes in hopes of sparking an idea within the realm of practicality and function.
Honesty, when I saw those two pictures of the cars, I didn't even notice the grill. (LOL hawk, you're silly) I saw the width of the vehicle and the sweeping lines as well as the monster tires. It all screamed ""stability" to me. Everyone will see something different and what's why concept design, no matter how ridiculous, is important. It's like visual brainstorming.
This is how places like Pixar and Dreamworks are so successful. They get together and start throwing ideas at the wall and see what sticks. There's no ridicule, only laughter and further idea generation.
(hehe...I think you said this 1DVD!)
;)

PS.. I love the F-15. That was/is one monster of an jet. I used to watch them practice at the Air Base I was stationed at back in the 80's. The amount of raw power is mind bending. ^_^

**Edit**

reexamining the top image of the car.... It looks like the engine might be in back. Going with that premise and assuming this isn't an electric car of some sort, the two intakes aren't unreasonable. This is why. (imho)
The actual intake area isn't all that large and will be moving air from the front of the car to the back. Taking in large amounts of air and compressing it through smaller hoses (probably one 1/4 of the size or smaller) will accelerate the air, increase pressure and warm it up a little (maybe only one to two degrees C at best). This should reduce the need for a more powerful blower for the air intakes near the engine.
Problems: filtering. There is a larger amount of debris that could enter the system. Water. Intakes are low and, in rain, could allow moisture, (potentially a lot) to enter the system as well.
Just some engineering thoughts. ..but now I'm rabbit trailing. ;)
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Re: Reference artwork for the game

Post by 6DoFan » 05 Apr 2015, 18:48

Actually we can do a lot of proposals, but the design should be done by designers. Duper, you know the feeling when you turn Descent and you be in space in a space fighter? ) That's Descent.

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Re: Reference artwork for the game

Post by Duper » 05 Apr 2015, 19:17

Oh I know. ^_^ speculating and throwing ideas around is what this thread is about. Ultimately, the crew is going to do what the crew is going to do. 2 years ago, they were still looking for a little help here and there and I found an artist I wanted to showcase. ...and it's evolved from there.

I know descent when I want to "slide" my car through traffic or launch a homer at some guy who doesn't want to match traffic speed getting on the freeway. I've been playing for years...literally, like nearly 20. (yikes) ;D

incidentally, I wanted to be an industrial designer when I got out of HS. My grades weren't good enough nor did I have the money to go to college.
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Re: Reference artwork & concepts for the game

Post by 1DVD4D2UDK » 05 Apr 2015, 20:35

Duper wrote:Well that's the idea of concept design. You exaggerate features and shapes in hopes of sparking an idea within the realm of practicality and function.

Just some engineering thoughts. ..but now I'm rabbit trailing. ;)
Heh! More rabbit trails to try and follow! :D

I could see focusing on technology concepts as well, but much of it may get lost in translation from a new gamer or noob Descenter standpoint - so generalizing basic or well known energy concepts might fair well too, but since the game is based in the future then some exotic forms of propulsion & energy extrapolation might go hand in hand.
Like solid rocket propellants that don't need air to work, or fusion reactor
energy components to run a water to gas converter for hydrogen/oxygen.
Especially with possible future game content in mind along with map events associated with custom content like puzzles, and or data access & collection - in order to figure out the grand scheme of things to come, either in the current map level or in later episodes that follow with interconnecting mission objectives. To lead the player to be aware of common game theme logic to know what and where to look for items needed for level completion.
:| Even though all of these ideas and thoughts aren't directly connected with
reference artwork, they are still related to some aspects of gaming concepts.
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Re: Reference artwork for the game

Post by 1DVD4D2UDK » 01 May 2015, 05:19

Drone
by curux ©2015

Image

Digital Art / 3-Dimensional Art / Characters / Machines & Robots
#blue #war #fancyscreenface #drone #futuristic #hover #scifi #thrusters
Decided to render the highpoly of a game asset i made about a year ago.

Made in 3DS Max
Rendered with Vray
Post in Photoshop
Another cool concept design to consider!
For any planets with heavier gravity? :D
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Re: Reference artwork for the game

Post by 1DVD4D2UDK » 15 May 2015, 20:51

Blacklight Retribution Helmet Speed Model, Helmet #3

Cool step by step speed model by: Josh - Game Dev
Almost looks like modeling a bot at certain angles! :D
GCS0001.jpg
Last edited by 1DVD4D2UDK on 31 Dec 2015, 04:31, edited 1 time in total.
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Re: Reference artwork for the game

Post by 1DVD4D2UDK » 19 May 2015, 22:14

Rosebourg Heavy Battleship
by VampireDGhost

Image

Commission for nwproject

The R.M.R.S Liberté was designed to be the most impressive vessel in the
fleet. Her size, however, does not come close to the largest vessel in the
Milky Way Galaxy, for key reasons. The Rosebourg Monarchy's philosophy
of a fleet capable of fast deployment anywhere in the galaxy meant that
the Liberté needed to be able to operate usefully in the fleet.
To this end, she was designed to be a sleek vessel, incorporating every
engine upgrade that could be placed upon her. The vessel is a perfect
merging of elegance with function. Her guns, although hidden, are quite
potent and very advanced. The Liberté and her sister ships have been
assigned the daunting tasks of serving as the command vessels for the
first interstellar war of the 26th Century.
_________________________

Another awesome piece from the artists @ www.DeviantArt.com
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